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MultiServerGame.py
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#!/usr/bin/python
import sys
import os
import math
import random
import pygame
import MainMenu
import Resources
import struct
from pygame.locals import *
from Rabbit import *
from Butterfly import *
from Animation import *
from Object import *
from Resources import *
from PauseGameMenu import *
from Map import *
from GameToolbar import *
class MultiServerGame():
pygame.mixer.pre_init(44100, -16, 2, 1024)
pygame.mixer.init()
def __init__(self, server, color, levelPreset = "empty"):
self.server = server
self.butterflies = []
self.screen = pygame.display.get_surface()
self.backgroundImage, self.backgroundRect = loadPNG("background.png")
self.buttonSound = pygame.mixer.Sound("resources/sound/button.wav")
self.buttonSound.set_volume(float(Resources.getOptionValue("sound"))/100)
self.active = True
if levelPreset == "empty":
self.level = Map()
else:
self.level = Map(True)
self.toolbar = GameToolbar()
self.regis = Rabbit(1, "regis" , color, self.level.objectList, self.level.objectSpritesList)
self.server.accept()
self.server.send(b"connexion avec client : OK")
msg = self.server.recieve()
mapStr = self.level.getMapStr()
#MAP STRING SEND
self.server.send(struct.pack(str(len(mapStr)) + "s", mapStr))
#SERVER RABBIT COLOR SEND
self.server.send(struct.pack("iii", self.regis.color[0], self.regis.color[1], self.regis.color[2]))
#CLIENT RABBIT COLOR RECIEVE
clientCol = self.server.recieve()
clientCol = struct.unpack("iii", clientCol)
#CREATE CLIENT RABBIT
self.john = Rabbit(2, "john" , clientCol, self.level.objectList, self.level.objectSpritesList, True)
self.regis.appendRabbit(self.john)
self.john.appendRabbit(self.regis)
self.pauseMenu = PauseGameMenu()
self.deltaCarrot = 0
self.timeCarrot = random.randint(1, 4)
# for l in range(0, 6):
# while True:
# randPos = random.randint(0, 16)
# if not self.level.isInBlock(self.level.objectList[randPos].getX() + 10, self.level.objectList[randPos].getY() - 26):
# break
# butterfly = Butterfly(self.level.objectList[randPos].getX() + 10, self.level.objectList[randPos].getY() - 26, (255, 10, 100), self.level.objectList, self.level.objectSpritesList)
# self.butterflies.append(butterfly)
pygame.display.flip()
def update(self):
key = pygame.key.get_pressed()
if self.active:
pygame.mouse.set_visible(0)
for event in pygame.event.get():
if event.type == QUIT or (key[K_F4] and key[K_LALT]):
self.server.close()
return False, self
elif event.type == KEYDOWN:
if event.key == K_UP:
self.regis.jump()
if event.key == K_LEFT:
self.regis.moveLeftStart()
if event.key == K_RIGHT:
self.regis.moveRightStart()
if event.key == K_KP0:
self.regis.throwCarrot()
elif event.type == KEYUP:
if event.key == K_LEFT:
self.regis.moveLeftStop()
if event.key == K_RIGHT:
self.regis.moveRightStop()
# #IF A RABBIT IS TOUCHED
# elif event.type == USEREVENT + 1:
# print "touche"
# if self.john.isTouched():
# self.john.moveLeftStop()
# self.john.moveRightStop()
# elif self.regis.isTouched():
# self.regis.moveLeftStop()
# self.regis.moveRightStop()
# elif event.type == USEREVENT + 2:
# print "plus touche"
self.screen.blit(self.backgroundImage, self.backgroundRect, self.backgroundRect)
#SERVER RABBIT POSITION SEND
self.server.send(struct.pack("ii", self.regis.rect.x, self.regis.rect.y))
#CLIENT RABBIT POSITION RECIEVE
johnPos = self.server.recieve()
johnPos = struct.unpack("ii", johnPos)
self.john.rect.x = johnPos[0]
self.john.rect.y = johnPos[1]
#LEVEL UPDATE
self.level.update()
#RABBITS UPDATE
self.john.update()
self.regis.update()
#TOOLBAR UPDATE
self.toolbar.update(self.john, self.regis)
#BUTTERFLIES UPDATE
for b in self.butterflies:
b.update()
#NEW CARROTS
if(self.deltaCarrot == self.timeCarrot * 3600):
self.level.addCarrot()
self.deltaCarrot = 0
self.timeCarrot = random.randint(1, 4)
else:
self.deltaCarrot += 1
# else:
# pygame.mouse.set_visible(1)
# for event in pygame.event.get():
# if event.type == QUIT or (key[K_F4] and key[K_LALT]):
# return False, self
# elif event.type == MOUSEBUTTONDOWN:
# mse = pygame.mouse.get_pos()
# if self.pauseMenu.buttons["resume"].onButton(mse):
# self.buttonSound.play()
# self.active = True
# elif self.pauseMenu.buttons["loadlevel"].onButton(mse):
# self.buttonSound.play()
# print "okay"
# elif self.pauseMenu.buttons["mainMenu"].onButton(mse):
# self.buttonSound.play()
# return True, MainMenu.MainMenu()
# elif event.type == MOUSEMOTION:
# mse = pygame.mouse.get_pos()
# pygame.mouse.set_cursor(*pygame.cursors.arrow)
# for button in self.pauseMenu.buttons.values():
# if button.onButton(mse):
# pygame.mouse.set_cursor(*pygame.cursors.tri_left)
# elif event.type == KEYDOWN:
# if event.key == K_ESCAPE:
# self.active = True
# self.pauseMenu.update()
pygame.display.update()
return True, self